using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Battleships_2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Ship testShip;
        ShipCannon testCannon;
        SpriteFont font;

        string debugText;

        public void DrawText(string Text)
        {
            spriteBatch.DrawString(font, Text, new Vector2(5, 0), Color.White);
        }


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            testShip = new Ship();
            testCannon = new ShipCannon();

            this.IsMouseVisible = true;
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            testShip.LoadContent(this.Content, "ship1");
            testCannon.LoadContent(this.Content, "Cannon");
            font = Content.Load<SpriteFont>("DebugText");

            testShip.shipPosition.X = 100;
            testShip.shipPosition.Y = 100;
            testShip.mouseLocation = testShip.shipPosition;
            testCannon.cannonPosition.X = testShip.shipPosition.X;
            testCannon.cannonPosition.Y = testShip.shipPosition.Y;
            

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            testCannon.cannonAngle = testCannon.CannonAim();
            testShip.shipTime = gameTime;

            testCannon.cannonPosition.X = testShip.shipPosition.X;
            testCannon.cannonPosition.Y = testShip.shipPosition.Y;

            debugText = testShip.shipDeb;

            if (Mouse.GetState().LeftButton > 0)
            {
                testShip.MouseMovement();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.A) && !Keyboard.GetState().IsKeyDown(Keys.D))
            {
                testShip.ShipRotationLeft();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.D) && !Keyboard.GetState().IsKeyDown(Keys.A))
            {
                testShip.ShipRotationRight();
            }

            if (Keyboard.GetState().IsKeyDown(Keys.W))
            {
                testShip.MoveForward(2f);
            }

            if (Keyboard.GetState().IsKeyDown(Keys.S))
            {
                testShip.MoveBack(2f);
            }

            testShip.UpdatePosition();
            
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            testShip.Draw(this.spriteBatch);
            testCannon.Draw(this.spriteBatch);
            DrawText(debugText);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
